CMaster::RebuildPlayers
0x00204170 · 508 bytes · __thiscall
_ZN7CMaster14RebuildPlayersEP11CGameServer
Decompiled
undefined (2 params)
/* CMaster::RebuildPlayers(CGameServer*) */
void __thiscall CMaster::RebuildPlayers(CMaster *this,CGameServer *param_1)
{
char cVar1;
bf_write *this_00;
int iVar2;
char *pcVar3;
int *piVar4;
int iVar5;
uint uVar6;
CGameClient *local_34;
int local_30 [8];
*(undefined4 *)(this + 0x9c0) = realtime;
this_00 = (bf_write *)(this + 0xe74);
bf_write::Reset(this_00);
bf_write::WriteLong(this_00,-1);
bf_write::WriteByte(this_00,0x44);
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 002041f8 to 00204378 has its CatchHandler @ 0020437e */
for (iVar5 = 0; iVar2 = (**(code **)(*(int *)param_1 + 0x20))(param_1), iVar5 < iVar2;
iVar5 = iVar5 + 1) {
local_34 = *(CGameClient **)(*(int *)(param_1 + 0x114) + iVar5 * 4);
cVar1 = (**(code **)(*(int *)local_34 + 0x6c))(local_34);
if (((cVar1 != '\0') &&
(cVar1 = (**(code **)(*(int *)local_34 + 0x80))(local_34), cVar1 != '\0')) &&
(iVar2 = (**(code **)(*serverGameClients + 0x2c))
(serverGameClients,*(int *)(local_34 + 0x1d750)), iVar2 != 0)) {
CUtlVector<CGameClient*,CUtlMemory<CGameClient*,int>>::InsertBefore
((CUtlVector<CGameClient*,CUtlMemory<CGameClient*,int>> *)local_30,local_30[3],
&local_34);
}
}
bf_write::WriteByte(this_00,local_30[3]);
if (0 < local_30[3]) {
uVar6 = 0;
do {
while( true ) {
piVar4 = *(int **)(local_30[0] + uVar6 * 4);
iVar5 = (**(code **)(*serverGameClients + 0x2c))(serverGameClients,piVar4[0x75d4]);
if (iVar5 != 0) break;
LAB_00204288:
uVar6 = uVar6 + 1;
if (local_30[3] <= (int)uVar6) goto LAB_00204320;
}
bf_write::WriteByte(this_00,uVar6);
pcVar3 = (char *)(**(code **)(*piVar4 + 0x1c))(piVar4);
bf_write::WriteString(this_00,pcVar3);
bf_write::WriteLong(this_00,*(long *)(iVar5 + 0x2c));
cVar1 = (**(code **)(*piVar4 + 0x78))(piVar4);
if (cVar1 == '\0') {
piVar4 = (int *)(**(code **)(*piVar4 + 0x20))(piVar4);
(**(code **)(*piVar4 + 0xc))(piVar4);
bf_write::WriteFloat((float)this_00);
goto LAB_00204288;
}
bf_write::WriteFloat((float)this_00);
uVar6 = uVar6 + 1;
} while ((int)uVar6 < local_30[3]);
}
LAB_00204320:
local_30[3] = 0;
CUtlMemory<CGameClient*,int>::Purge((CUtlMemory<CGameClient*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CGameClient*,int>::Purge((CUtlMemory<CGameClient*,int> *)local_30);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.